Brain Storm now has a visual effect at all levels, instead of only when Oculus has Mental Agility

Brain Storm now removes debuffs on targeted unit as specified by the rollover tooltip text

Queen of Thorns Attack Animation Glitch Fix by Ptarth

Reduced the lifetime of the QoT's root attack animation to make the animation look better.

This is only a cosmetic change.

Oculus Lightning Ball Summons Fix by Ptarth

Lightning Balls will no longer summon in map void space.

Oculus Lightning Blast Fix by Ptarth

Lightning Blast now occurs at the origin of the target instead of the origin of the unit that procs the effect.

Missing Oculus Shield Effect Fix by Ptarth

Oculus now has a visible Shield effect.

Heart of Life and Wings of the Seraphim Healing ends effect Fix by Ptarth (awuffleablehedgie provided starter code)

The Heart of Life and Wings of Seraphim no longer stop their regeneration effects when the user is healed.

Parasite Egg and Sludge Slinger Partial Fix by Ptarth

Changed the Parasite Egg and Sludge Slinger so they can be used, although it isn't perfect.

Current Buglist (Todo list: Verified and replicatable)

Rook Shoulder weapons having target locking issues

I thought I had something to fix it. However, I'm having problems replicating the effect to test it.

Fix the skill queue.

Eg, if you tell a UB to grasp he tries to get into melee range and execute the grasp. If you tell him to spit, then it gets thrown to the back of the skill queue and he doesn't spit, he continues to follow like an r'tard. To fix it you have to issue a move command, then spit.

AbilityTask.lua has the functions related to this. There are many interesting things in it.

After finishing a command the demigod reverts to an attack/move order if previously moving towards a target

AA targeting issues

Like how Oak frequently swings with his Axe and does no damage or how Sedna will stand by a target without attacking

This may be linked to the Rook Shoulder weapon problem or the command queue

(http://forums.demigodthegame.com/356419)

Demon Assassin stops auto-attack after warp strike. It should continue to attack the locked target... this would be natural.

Rollover Data Error on flag tooltip while being captured behind fog of war.

Demigods do not resume auto-attack immediately or change targets after using an ability.

UB Post Mortem damage does not count as UB damage for the purpose of awarding gold.

Move order is canceled when using effects (http://forums.demigodthegame.com/356694). The move order is turned into an auto-attack order.

Language for engine messages (xxx has left, xxx has joined...) in game lobby uses the hosts language setting (this should be the users language setting): my russian is a bit rusty!

Torchbearer respawns in Ice mode by default. This should be the last used mode (Fire/Ice)! Same for QoT.

Queuing to grab a potion and then being Foul Grasped while picking up the potion and then UB getting Shadow Swaps allows you to pick up the potion instantly as long as you have contiguous line of sight. I've been able to do this roughly 25 in-game yards away.

Oculus's Chain Lightning effect sticks until his or target's death if target teleports during cast.

Oculus sometimes becomes unresponsive after using Blast Off.

Sedna's Silence debuff never expires under certain circumstances.

Oculus moves very slowly when selected with Ball Lightnings.

Pathing issues on Prison

Selling Monk idols sometimes destroy summoning button

To replicate: Summon Monks, Sell Monks (while idol is recharging), Buy a different type of idol (siege archer or warrior, possibly any other item too), Buy new Monk Idol. I can't replicate this any more for some reason.

If we want Stardock and Gas Powered Games to increase their support of Demigods, we need to demonstrate our commitment and our willingness to support it. If we want to accomplish anything worthwhile to demonstrate our commitment, we need to work together. If you have time, please consider helping out. Every little bit helps.

will you be able to apply the partial fix to Sludge Slinger + Parasite egg as well?

Oops. I actually added it, I just forgot to include it in the readme.txt. I've updated the readme.

Incidentally, your Hearth of Life fix was mostly correct, but I had to change it a little to work.

UberFix Organization

I think it would be a good idea to consolidate the bug hunting and fixing efforts in one place. I'd suggest that this thread (or the thread in general that Maccilia started) would be the most appropriate. Also, the regularly bumping of the error threads isn't accomplishing anything. Either SD knows about them or they are ignoring it, in either case bumping them seems to be a waste. I'd really like it if people could spend some of the time they spend bumping helping out here. I'm going to try to point more of the threads into this consolidated thread. I'm also going to clean up the job list to make it more manageable.

hey, could you adapt your "map void" fix (or just find a way) to prevent monks from getting stuck in citadels?

Another UI bug is sometimes when buying and selling minion idols, your minion idol summon button disappears. This occurs, I think, with the following steps:

1) Summon Monks

2) Sell Monks

3) Buy a different type of idol

4) Buy new Monk Idol

You can get to it if you bring up your character screen and then click the Idol, but that's a lot of work and really bad when you're in the heat of combat.

Also, the "War Score" display at each teams' citadel is incorrect. It shows the average of the two teams' warscore, it really should show just yours.

Also, could you maybe fix the skill queue? Eg, if you tell a UB to grasp he tries to get into melee range and execute the grasp. If you tell him to spit, then it gets thrown to the back of the skill queue and he doesn't spit, he continues to follow like an r'tard. To fix it you have to issue a move command, then spit.

Do you also have anyway to fix the autoattack bugs that demigods suffer? Like how Oak frequently swings with his Axe and does no damage or how Sedna will stand by a target like an r'tard

I'm not familiar with map mechanics really. I can put it on the list, but I don't have much of an idea of how to deal with it at the moment.

To "fix" the issue in earlier versions they increased the aversion of minions towards structures and also reduced turning speed. I'm guessing this results in them being "clumsy" and less likely to manage to get inside a structure.

I've also noticed at times that monks tend to go in circle patterns when trying to get around buildings. They also don't know about structures, as evidenced by them being able to move through structures when map files are altered.

Monk UI buttons dissappearing

It should be on the list

I've not done much with the UI system, others would be better suited for this one.

Skill queues

This is a problem that has intrigued me, along with the AI programming.

It should be on the list.

AutoAttack Targetting

Fire TB also has an issue like this.

It is a curious problem, it should go on the list.

So, I guess I can offer a whole lot of, I can look into it, and not much else.

On the flip side, want a job collecting and documenting bugs? I could use a handsome, wise, and famous hedgie like yourself.

1. I'm not familiar with map mechanics really. I can put it on the list, but I don't have much of an idea of how to deal with it at the moment.

How I understand, there is a bitmap file that has black/white to control where units can and cannot go. It seems like makign the citadel a little defined int he back corners would fix it, or maybe there were is a few spots that were missed.

You should also make it so that UB's ROAR noise isn't looped continously because that drives me insane >.< (not that I get the chance to play UB much, but still). That may be a lobby issue and that isnt moddable, correct?

You should also make it so that UB's ROAR noise isn't looped continously because that drives me insane >.< (not that I get the chance to play UB much, but still). That may be a lobby issue and that isnt moddable, correct?

Let's keep the uberfix mod focused on bugfixes so we don't get into debates over what it should and should not include.

I'm trying to get as many pepole as I can to use this mod, I'd appreciate help spreading the word!

You're undeniably the man Ptarth! Glad to see this in action. I need to get my ass in gear and start actually doing something mod wise.

But oh, from the other forum if anyone else can figure it out...

"I'd say 1 out of every 10 of my fireballs as TB like...stop a foot away from the target and it starts going REALLLLY slow. If the person moved any real distance, it wont hit them and just slowly heads toward them till the projectile times out. I hate it."

http://forums.demigodthegame.com/370198 unless they fixed the map thing in the last patch

The hosting account is still suspended. Can you give me details of the fix so I can check to see if they fixed it or not?

Also, given that you are probably the most experienced when it comes to maps, what do you know about minions being trapped in the citadel?

"I'd say 1 out of every 10 of my fireballs as TB like...stop a foot away from the target and it starts going REALLLLY slow. If the person moved any real distance, it wont hit them and just slowly heads toward them till the projectile times out. I hate it."

1. Fireball Spell2. All levels3. I've had it happen at any range. Extream close/far.4. They're always moving. I've yet to see it happen if someone is standing still. I'm thinking...maybe it's if someone changes direction AFTER fireball is cast? Like it heads to where they WOULD of been then starts it's crawl? If that was true, it would happen much more often...I have LONG range Fireballs all the time with huge air times not be hurt by someone moving. I've even had it follow after a TP (That is, the fireball is live, then the TP goes off and it still follows)

Once I get some free time I'm gunna do some testing.

...Then again my girlfriend fried my laptop so it will be rather limited testing, lol.

This might actually be fixable. I have seen some stuff dealing with ping in a lua file before. I think the ping function itself is not accessible, but all of the uses of it are done in lua. It is probable the error is on the lua side, and worst case scenario we could test simply removing it. It is possible this would even improve performance a bit.

If it had to be removed, you may not want it in this pure fix patch obviously, but I think something may be possible still.